Dynamic SubdivisionDynamic Subdivisions give you the capability to preview a model at various levels of preview resolution, while respecting additional functionality like creases, without subdividing your mesh.Dynamic SubdivisionZBrush for ConceptingWelcome to our ZBrush for Concepting six part series, featuring Joseph Drust and Andrew Bosley. Watch as we start with quickly produced 3D models and finish with a beautiful 2D concept piece. Throughout the six part series you'll learn features that include ZBrush's ZModeler Brush, 2.5D features, Alpha creation, Surface Noise, The Zbrush to Keyshot Bridge, KeyShot Rendering, and lastly a Photoshop paint over and texture overview. An amazing collaboration between Joseph Drust and Andrew Bosley. For more tutorials from Joseph visit here and for concepts by Andrew visit bosleyart.comZBrush for ConceptingCreating a Character with IMM Brushes & Gizmo 3DA three part Workshop that will focus on creating a character with three key features offered in ZBrushCore.Creating a Character...ZModeler IntroductionIntroducing, the latest tool to be added in your modeling pipeline, ZModeler Brush! This brush is geared specifically towards low polygon modeling, but not limited to. Adding-on to the standard methods of low polygon modeling, we have developed an all in one Brush that will allow you not only access all low poly modeling functions, but also intuitively develops a brush workflow. Some of the features in this brush include adding and removing multiple edge loops, beveling, extruding multiple surfaces, smooth subdivision modifiers, bridging holes and surfaces, and more. Jump into this classroom to learn all you will need to begin using this brush!Featuring 4 introductory videos to help get started before you dive into more advanced ZModeler Actions.ZModeler IntroductionArrayMeshArrayMesh is an advanced array system in ZBrush that will allow you to create duplicate instances of geometry in varying patterns and shapes. This feature operates in real-time as you edit the structure of the original mesh or adjust the modifiers of the array. Using the sliders located in the ArrayMesh sub-palette or simply using ArrayMesh with Transpose can quickly generate complex instanced geometry. The ArrayMesh system also incorporates a multi-stage approach that allows you to nest multiple arrays within each other. With this system you can easily create instanced shapes such as tank treads or full buildings!ArrayMeshRadial SymmetryJoseph Drust will show you how Radial Symmetry works in ZBrushCore.Radial Symmetry

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Hi there
Here are two practice works done with the new zmodeler brush.
Mod is 100% zbrush, renders are done with Octane
Hoppin you'll like them, C&C always welcome
Added a little timelapse :
b1kfqBQ_3ko
Cheers

pid18000
Great models/renders. many thanks for the video. I've got to say, it's probably one of the best videos out there at present, showing the usage of the new tools in action (IMO).
Would it be possible to do a slower video? I've managed to...

thank you!
I thought I could have add some screen grabs from zbrush to show some closier views of the meshes
Almost everything was started from a dynamesh sphere.
Digging the InsertMultiMeshes repository thread, I found a lot of great contributions to help me achieved the final image, so I sincerely thank all the people who shared there their brushes
C&C welcome!
cheers

Hi there
Here is my lastest work, inspired by my World of warcraft's character
Goblins will rule Azeroth!
Done in Zbrush and rendered with vray, I used a few sets of InsertMultimeshes shared by the great Fellowhsip of the Z
So I sincerely thank all the great contributors to the repository http://www.zbrushcentral.com/showthread.php?170167-Insert-Multi-Mesh-Repository
Cheers

Hi all
This is the first wip I dare to post here, hoping you'll like it
He is a french comic hero named Rahan. His adventures take place during the prehistoric ages
Stories were written by Roger Lecureux, original drawnings by Andre Cheret (from 1969 till 1999).

Awesome! Very good use of fibermesh. The cheek bones make it look a bit feminine but reading prehistoric ages helped clear that up. Should the shoulders come out more, or is it just the angle? Anyway, good stuff!